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world of warcraft gold--Classes

About the hunter

Hunters specialize in long range combat, and the use of pets to aid them. Hunters share a strange connection with all living animals, allowing them to communicate and make friends with even the surliest beasts.

Beast tracking allows the hunter to make a great scout for his party. It can show him what dangers lie ahead, or where he needs to go to get a good pet to travel with him. But for those occasions when the monster is somewhat less than cuddly, Hunters also get the beast soothe ability which allows them to calm monsters down in order to avoid going directly into combat. This can come in handy when a pack of monsters gets a little to close to the Hunters party.

The most obvious of the Hunters abilities however is Beast Taming, the ability that lets them befriend and control a pet to aid him and his party. Be it in combat, or for scouting, the Hunters pet is truly his best friend.

Most Hunters prefer the advantages of long ranged weaponry. The Night Elfs, Trolls and Orcs using bows -- the Dwarfs and Tauren using their famous long rifles. While less powerful when engaged in melee combat, Hunters more than make up for it with the downright deadly ranged attacks.


About the Rogue

The Rogue has many weapons at is disposal. They will be able to use stealth to avoid detection. The possibility of not being detected will depend on the difference between the skill of the Rogue in stealth and the detection skill of the person trying to find the rogue. Like DAOC it is possible to be partially stealthed where a rogue will be partially transparent and harder to make out then normal rather then simply all there or completely invisible. While stealthed rogues will be able to pick pockets (NPC's) the money from the picking of pockets will come from a totally separate loot pool that is created specifically for that purpose. Rogues will be able to use poison on their weapons, but the details on this ability are sketchy.

The combat abilities of the rogue are intriguing to say the least. In combat the rogue will be able to use opening and finishing moves. Opening moves will fill up circles located above each mobs head. Different opening moves can fill up a different number of circles when used. Finishing moves will rely on these circles being filled up. The higher the number of lighted circles, the more damage the finishing move will do making timing and the choice of combat abilities very important. With this system in place rogues will not be able to use their most powerful finishing move over and over again, they must first build up to it with opening moves adding a layer of depth to the rogue's combat.



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